Shader "Anjum/FX/BASE/BLEND_ADDITIVE" {
	Properties{
		_Color("Color", Color) = (1,1,1,1)
	}
	
	SubShader{
		Tags{"Queue" = "Transparent"}
		
		Pass{
			Cull Off
			ZWrite OFf
			//Blend SrcAlpha One //Additive Blending
			Blend SrcColor One
			//Blend SrcAlpha One
			//Blend OneMinusSrcColor One
			//Blend OneMinusSrcAlpha One
			
			CGPROGRAM
			
			#pragma vertex vert
			#pragma fragment frag
			
			uniform float4 _Color;
			
			float4 vert(float4 vertexPos : POSITION) : SV_POSITION{
				return mul(UNITY_MATRIX_MVP, vertexPos);
			}
			
			float4 frag(void) : COLOR{
				return _Color;
			}
			
			ENDCG
		}
	}
}

